User:Nullaurelian/Enforcers Manual Reformat ErisEN Draft
Ironhammer Security is hired by the Captain aboard the CEV "Eris" to provide both security and protection for the expedition. Their mission is to protect the ship and it's crew from outside hostiles while also keeping the peace between the various factions on the ship.
This page serves as a go to read for anyone wanting to play as an Ironhammer Security Operative and primarily focuses on what IHS does when there is no clear threat to the ship.
Teach combat or it's mechanics on the CEV Eris
Demonstrate methods of powergaming the IHS roles
Creating a pretext to start a civil war on the ship
The Agreement
Anyone working for Ironhammer Security (IHS) must understand The Agreement, what it means and how to enforce it. The Agreement is a combined document and charter that every organization aboard the CEV "Eris" abides by to prevent each faction from becoming hostile to one another. Vagabonds are the only members throughout the ship who may or may not have any idea what the Agreement is about.
IHS Operators answer to the Captain IN ADDITION to the IH Security Commander. IHS Operators are to follow the orders of the Captain when doing so would not contradict the directives of the Commander.
Though IHS is charged with enforcing the laws under The Agreement, the situation on the ground may require creative interpretation and initiative by the responding Operator. As such, the penalties under the Agreement should not be taken as absolutes, nor should the laws be interpreted literally. This does not mean that the Operator should be excessive in dealing out punishment, only that they have the leeway to be harsher or lenient as they see fit.
The Agreement was Altered!
The Agreement in mechanical terms is only enforceable as is possible with human interaction. The Captain may make a statement to alter the Agreement or replace it entirely. In cases where the Agreement is significantly altered, discuss with fellow IHS staff before taking drastic actions. In character such changes may result in demands for better remuneration or other concessions from the Command staff. Seizure of the ship or otherwise overthrowing the Command staff should be seen as a last resort option.
Starting a coup d'teta as IHS frequently ends the round. Even in the case where the coup fails and the round continues, late joining IHS players will suffer for the consequences of your actions.
The Blue Paragraph
The Blue Paragraph represents effective misdemeanors and petty crimes including but not limited to:
- Theft
- Trespassing
- Vandalism
- Assault and/or Battery
Due to the minor nature of these crimes, it is not recommended to strictly enforce the suggested penalties listed in the Blue paragraph against members of the ship's command staff (Captain, First Officer, Biolab Officer, Expedition Overseer, NeoTheology Preacher, and Merchant). Alternate forms of redress for these violations may be considered by Operative(s) at the scene of the crime.
Blue Paragraph
Title | Description | Penalty |
---|---|---|
Theft | Unlawful possession or seizure of property of any inhabitant or organization aboard the CEV Eris. | 7 minutes
1400 credits Fine should be applied to every consecutive stolen item regardless of brig time, and property should be returned to its rightful owner or parent organization. |
Battery | Any attack or unwanted intrusion on another person not considered self-defense, regardless of injury caused. | 10 minutes
3000 credits |
Felony assault | Attack on person using lethal weaponry and equipment, attack on Ironhammer personnel, assault causing serious body harm and prolonged medical treatment. | 20 minutes
8000 credits |
Vandalism | Damage to any property - windows, airlocks, vital equipment - etc. | 7 minutes
1200 credits |
Infiltration | Infiltration into restricted areas without access or permission, breaking and entering. | 5 minutes
700 credits |
Culpable Negligence | Dereliction of duty, disobedience of orders, commission of crime against employing organization. May only be enforced at the specific request of an organizational head | 7 minutes
700 credits In case of dismissal forfeiture of property should be accomplished. |
The Red Paragraph
The Red Paragraph represents major criminal actions such as but not restricted to:
- Murder
- Sabotage
- Forced Conversion
- Mutinies and/or Collaboration with Prohibited Parties
- Unsanctioned Mutants
IHS reserves the right to punish ANY member of the factions for violation of the Red Paragraph regardless of position. When it comes to the Captain of the ship, an operative should use their discretion or leave the decision to an Inspector, the Gunnery Sergeant, or the IHS Commander.
Red Paragraph
Title | Description | Penalty |
---|---|---|
Murder | Bringing to clinical death, regardless of whether a person was brought back to life or not. | Incarceration
Capital punishment at the discretion of Captain and Head of an accused’s organization. |
Forced Conversion | Conversion to NeoTheology without express consent. | 20 minutes
14000 credits |
Sabotage | Wide-scale damage to hull plating, destruction of crucial equipment or other severe damage to the vessel. | 25 minutes
2000-60000 credits dependent on damage. Capital punishment at the discretion of Captain and/or Head of an accused’s organization if damage is extensive. |
Collaboration with prohibited organizations, mutiny | Any prohibited organization, such as Excelsior and other terrorist groups, this includes the use of prohibited equipment that is not authorized. | Incarceration
Capital punishment at the discretion of Captain and/or Head of an accused’s organization. |
Unsanctioned Organisms | Creation of or existence as a mutant, changelings and the likes of, creation of unlicensed shipboard AI or lawless synthetics. Reversible genetic damage is not equivalent to mutation for the purposes of this law. | Uncompromising termination of organism.
Capital punishment of Creator at the discretion of the Captain, otherwise permanent incarceration. |
IH Basics
IHS is surprisingly more involved than simply clicking on a suspect until they go horizontal. As important (or more important depending on point of view) is the ability to work with other members of the IHS staff and navigating the general mistrust of IHS ingrained into the crew. For those who are supremely competent at the mechanics of Eris combat, this section could be considered optional however it is likely that other members of your faction WILL suffer from misuse of your power.
The IH Paradox
When it comes to working with your fellow IHS Operatives, there are two paradigms to follow:
- You must always rely on your teammates: an operative's greatest strength is their fellow operative.
- You must never rely on your teammates: the average operative is dumber than a rock and will hamper you.
What this means in plain English is that bring backup, but don't expect them to save the day. Whether it is making an arrest, raiding a suspected Excelsior cell or just patrolling the halls of the ship, try and bring a buddy. Despite this, do not get complacent with your backup - one dead operative can easily turn into two or more when dealing with a cunning antagonist and/or their buddies. As such avoid creating situations where multiple Operatives can be downed at the same time such as advancing down a 1-width corridor or standing directly adjacent to an allied Operative.
(Un)Common Sense
For many unsuspecting Operatives the first and only piece of advice they are give is "Shoot first, justify later". While this can be valid advice given the nature of a carrying crew, the situation is usually more complicated than that. One of the best indicators that a shoot-first mentality is valid is the ship's alert system. We will return to the subject of alerts later.
Sarge, I Think the Alert Level is Wrong
This being Eris of course the crew is often less than professional. As with all things, if you think the alert is wrong or you think the situation is going to be dangerous use your brain. Draw your weapon during Green Alert as necessary, use lethal force in defense of yourself and the ship. The following quote sums up these cases nicely.
"They are more like guidelines than what we call rules."
On the complete opposite end of the spectrum from "shoot first" is the sadly-underutilized social interaction of asking politely but firmly. Playing nice doesn't just help with getting people to comply with reasonable requests, but also helps build your reputation as an officer who has their head on straight. If you act rationally, makes rational requests and escalate only when necessary the rest of the population is more likely to listen to you surprisingly enough. Barging into a faction's home turf guns blazing is a quick way to get shot at with lethal intent, regardless of whether you had good reason to or not.
Speaking of reasons, it is important to communicate clearly and effectively why IHS is here. Declaring why a person is being detained and giving them a chance to surrender peacefully (or at the very least submit to being cuffed in the case of extreme paranoia) is considered "legitimate and professional" thus enhancing your status as "reasonable cop". This also keeps (the legitimate) members of the suspect's department from acting up when you take them in. Bring them in, do your thing, let them go without treating them like an asshole, and I can guarantee they will not jump you with lethal ammo while you are taking a break in the club.
So when should an Operative take off the kid gloves and break out the lethals? Generally when the ship is at Red Alert, when the perp starts shooting back or when the perp attempts to run away. Granted, all these situations are incredibly obvious but it is worth understanding that these are the most basic reasons. There are hundreds more that are not documented so USE BEST JUDGEMENT. IHS Operatives have several of options for stunning or disabling most targets ranging from the humble Martin to flashbang grenades to the simple grab. Use the tools that best fits the situation and goals.
ME APE TLDR
Being heavy-handed without good reason bands the crew against IH and then the entire department gets mobbed
Don't use lethals without good reason; you have stun tools available to you and people appreciate not being taken out of a round for small crimes
Divide and conquer by communicating reasons for arresting or use of lethal force; if you have good reason to arrest/kill most people are happy to at least stay out of the way
Use your brain you reprobate. Blindly following advice without considering context makes you an absolute tool
Codespeak
All official, first-party contractors of IHS (aka no mid-round hires) have access to a special tab of commands known as Codespeak. By clicking on a verb an Operative may report several bits of accurate information without having to type it out or reference their PDA. Additionally this information is encoded such that any eavesdroppers on the channel will not understand what is being said. However it is important to note that the phrases available are not very complex and they cannot be used to form plans in their base state.
Code Phrase contents
todo
Equipping Yourself
As soon as a fight breaks out, the clock starts ticking. Having access to equipment becomes paramount when the time taken to perform an extra click is the difference between getting killed and surviving the fight. It is important to have quick and easy access to the gear you need when you need it, ideally without having to click through multiple inventories.
For every operative inventory management is critical. This part of the guide is intended to help identify what items to prioritize and recommended locations for those items.
Gear
The core of an Operative's loadout is their gear - gear enables access to additional equipment and abilities. The following are highly recommended and are available to all Operatives at the start of the round, either in the lockers or on the Operative's inventory:
Item | Explanation |
---|---|
The humble satchel doesn't carry much but has a secret: it's contents can be accessed without moving it into an empty hand first. You aren't on the ship to grab loot or make it big; your job is to survive and hopefully let the rest of the crew survive as well. | |
Stun Gloves are an evolution of the classic Stun Baton and enable Operatives to stun entities by activating THEN grabbing the target. These are powered by a medium energy cell and use 100 power per 'stun'. | |
Enables the ability to view the wanted status of all crew in line of sight as well as their Wanted status. Also protects Operatives against flash-like effects. | |
The Ironhammer Tactical Belt can hold up to six (6) items related to combat or security, regardless of the item's normal bulk. These are found in the Ironhammer Barracks or in the Armory and may run out of stock. | |
The Ironhammer Gasmask protects operatives against chemical attacks against the eyes in addition to being a mask for the purpose of internals mask. These are found in the Ironhammer Barracks or in the Armory and may run out of stock. |
Additional gear also comes recommended, but may not be immediately available to Operatives as a result of needing to be found or purchased at the Operative's expense.
Item | Explanation |
---|---|
Allows the storage of a sidearm in the uniform slot. Stored sidearms may be accessed by hotkey "H" by default. There is no difference in these holsters and operatives may pick and choose freely. | |
Allows the storage of various items much like a satchel but with a smaller inventory. What items these pouches can store varies based on the type. Placed in the Operative's pocket slots, these can be used as an extender of pocket space except for the Large Generic Pouch which goes in the suit or belt storage slots. |
Implants and Prosthesis
One of the many things that become available as a round proceeds is access to various cybernetic prosthetics and implants. Prosthetics can be used to replace lost limbs or as upgrades to flesh and blood parts. Implants allow for access to various weapons and tools while taking up a minimum amount of space. These are all useful however they are beyond the scope of this guide.
Armor
Armor as the title implies protects the Operative against the various hazards on the CEV Eris. Operatives start with a set of Full Operative Armor and an Operator Helmet. This provides a basic level of protection against most common threats however as specific threats become identified Operatives should tailor their armor to best counter the equipment that the opposition is using.
Operator Armor family a basic level of protection, however it also has specialized variants with modifiers that indicate what they protect against and where that protection extends to.
Baseline Operator Armor provides average protection against ballistic, energy and melee weapons for the upper and lower body.
Modifier | Effect |
---|---|
Full | Covers Arms, Upper Body, Lower Body and Legs |
Webbed | Has an internal inventory space like a jacket |
Bulletproof | Increased protection against ballistic weapons |
Ablative | Increased protection against energy weapons |
Riot | Increased protection against melee weapons |
Voidsuits
Observant visitors to the Armory may notice that IHS has sets of voidsuits and an armored rig in storage. It is recommended that Operators DO NOT use these pieces of equipment. While Voidsuits are desirable for use in space operations, the average shift will not require spacewalks. Meanwhile said voidsuits typically provide less protection than actual armor and slow down their users.
The IHS armored rig is typically used for high-risk operations as there is only one available. It's loss is a significant blow the abilities of the IHS force on the CEV Eris.
Tools
Gears and Armor expand an Operative's abilities by enabling them with protection and space, however Tools are what define what an Operative can do with that Gear and Armor. The following are highly recommended and are available to all Operatives at the start of the round, either in the lockers or on the Operative's inventory:
Operatives also have access to tools that while not mechanically useful, can be purposed to help communicate or otherwise enhance the experience for all involved.
Other tools
Weapons
Weapons are the final component to an Operatve's equipment. IHS has the best access to high-quality arms and armor at the beginning of the round. This lead in firearms and equipment quickly diminishes as the crew purchases, produce or find items on the ship.
This guide will avoid discussing the merits of the various weapons on the CEV Eris and instead will focus on tools available to Operatives without extra effort.
Ammunition and Access
Without ammunition most firearms become very pretty bludgeons. Take ammunition and magazines appropriate to the weapons you use. For IHS Operatives the barracks secvendor machine provides a large quantity of rubber bullets free of charge on top of any magazines or ammunition packets in the lockers. It is recommended that new Operatives take .25 Caseless Rubber as the primary ammunition for their "Sol" and .35 Auto Lethals for their "Paco" as a backup unless there is a clear and present need to be fully armed with lethal ammunition.
Lethals?
Loading up with ballistic weapons brings up the question of what type of ammo to bring. IHS is often recommended to bring mostly Rubber or other non-lethal rounds with 2 magazines of lethal ammunition for emergencies. Despite the low BRUTE damage of Rubber rounds, they plentiful in the Ironhammer Barracks and are less likely to cause damage to fellow operatives in the case of friendly fire or stolen equipment. As with everything, USE BEST JUDGEMENT when deciding to fill up on lethal or non-lethal rounds.
This guide is intended to encourage arrests during normal ship operations (status green and blue), rather than having Operatives resort to lethals at all times.
Spare power cells for the Martin (small) and Stun Gloves (medium) also would not go amiss.
Once you have decided what items to bring it becomes important to decide which containers they should go in for best access. Again, use your best judgement but as a generalization 90% of the time Operatives will have their Satchel selected as their active container. As such it is recommended to place high-priority items such as ammunition, basic tools and medical supplies in the Satchel. Middle-priority items such as pepper spray or flashes or flashlights are recommended for unoccupied pockets. Finally low-priority items such as cuffs, zip-ties can go in any other container clothing (ie Tactical Belt or Pouches).
Goal is to down the targets, disable their ability to resist once downed, then restrain and detain them in that order. Medical treatment of a downed suspect or wounded allies is recommended for after the targets have been restrained.
Bring the following when going into a hazardous area (everywhere):
- Basic Guns with both nonlethal and lethal magazines
- Basic Stun Gun with extra small and medium power cells
- Armor vest and helmet with Internal Oxygen supply
- Basic repair and engineering tools (crowbar, welding tool, screwdriver, cable coil)
- At least one of each type of restraining tool (handcuffs and zipties)
- Container of various beneficial chemicals of choice, consume contents to heal
Remember, 3 D's: Down the target with attacks, Disable them with a flash or pepper spray, Detain them with restraints.
Clear and Present Danger
This is for when red alert or, occasionally, blue alert is in place. For when fecal matter hits the ventilation device. First thing: in red alert, toss away your equipment and start again. Seriously. Go back to brig asap if you can to rearm. Get full armor, ditch all the nice tools (warrants, tape, even cuffs if you must, but keep zipties. Remove all the rubber ammo, and get lethals for every gun if you do not have them, or get more. Get more grenades too, wear your gasmask, have oxy tanks on hand, make sure everything is accessible and fast to retrieve in your satchel. You are getting rid of all that is taking up space and is not necessary to kill and face true emergency and chaos. Make sure you have ammo for plenty of fights, because you can't count on retreating back to safety. Don't overload, of course, but better to have two magazines more than two less. Chances of death are at the same time higher and the usual compared to green alert. You are here to make it alive, of course. Or try your best to kill the baddies. The latter it best, even if you die trying.
Second thing, this (technically) gives you authority. Not that the crew will listen. Playing Eris, you know people are their own private armies armed to the teeth, and therefore will kill without trouble, be it either the commies or you trying to force them to obey. What red alert means, is that you have all the rights to be violent and not take anyone's shit. You ask someone to surrender and lay down their weapons, and they do everything but that? shoot them. Someone causes trouble? Shoot them. You are authorized to use lethal force, and you must enforce your authority. Compared to the other alert levels, the situation is even more delicate. You can't afford to being an asshole still and gun people down indiscriminately (despite what I told you before), but if you previously built trust in IH, you'll have more people on your side and shooting your enemy than you, even if they don't follow your orders. Break into departments, flash people, commit sweeping arrests, whatever it is, act fast and hard. this is the time of the 'shoot first, apologize later' philosophy. Everyone on Eris is out for themselves and/or their department, and you will do the same. Protect your department, protect your life at all costs even if it takes killing someone merely sketchy and innocent than nevertheless attacked or resisted, but now more than ever, don't be reckless and don't lose all common sense and caution.
Third thing, your superiors (and this is true to any alert level and situation) are your reference. You listen to them, and obey them to the best of your capabilities, and their orders take precedence over what I said. Your Sgt tells you to kill someone in green alert, or viceversa, take someone alive during red? You do it. The Lt says to flash and assault RnD, without taking the one person you need calmly? You do it. This, however, requires the superiors to actually know what they are doing. In a way, they are excluded from the IH paradox, and it is better that way. Even if they are as dumb as you, follow them; it will take the pressure of decisions off you, it's better than being passive. If they are dumber, or you think you have better judgement, ignore them. Remember, this way you take all the responsibility for shit going south and your own failure. If you really think charging engineering alone, do it, I don't care. Don't salt in deadchat you were gangbanged by technomancers, and remember the rest of IH will be in trouble because of your actions. Then again, if the commander tells you something clearly suicidal or which you cannot do, explain it to them, but only once. Tell them to fuck off, the second time.
Know thy enemies
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Misc and Helpful Tips
- Whatever you are going, always watch closely your target regardless if you are arresting, interrogating or shooting them. It can mean the difference between your success or demise. A distracted operative is dead weight and free loot.
- No matter if you are taking someone in peacefully, always be ready to draw your gun and keep your mouse on your rifle. People love to gun you down suddendly and treacherously, and especially when you are typing (intentional or not).
- Most of the time, people will shoot you with lethals even if you merely poke them. Your average target won't care if he gets mortally injured, he wants to kill you, and he will succeed it even if he dies in the process or sits half an hour healing. Lethals are plain superior and the only reliable way to stop someone for good, everyone loads them because they don't need to take people alive.
- Almost as frequently as being welcomed with lethal force, people will resist and undermine whatever you do or say. IH has a bad reputation, mostly due to meta reasons since the average brainlet IH (from operative to commander) is a bully who cannot enforce his assholery. They know or think you are unrobust, clueless, unpleasant to play with and will generally only fuck them over regardless of innocence. They will take their chances to eliminate you and, again, they have all the tools to do so.
- Type with one hand, make every single spelling mistake until what you wrote is a new language entirely, speak in caveman talk, I don't care. Say what you want you say fast: the text box hinders you greatly as is typing. You need to be fast and responsive, after all. Don't stop in the corridors arguing with an arrested criminal, do that when they are buckled to a bed or chair.
- To avoid excessive typing, macro useful sentences ("Get down, please", "Down, now!", "You are under arrest, come peacefully and cuffed", "lay down your weapons", "stop!" etc) and your favorite one-liners. I recommend ALT + a number key. You can blurt them while running, reloading or performing any other task, and it saves your skin by avoiding to type an order to cease and desist.
- While you are at it, write before hand the arrest charges and copy-paste them in an instant as you announce an arrest. Works in place of or in conjuction with a warrant.
- Use common sense. Don't risk your life and equipment against impossible odds, don't over extend without support, don't travel with guns out when not in combat or about to be (mostly because you can be knocked down and robbed of your gun).
- Nothing kills an operative faster than misjuding the situation. Take your time to read the room and assess who you should shoot and who you should not. It's bad to kill the one person on your side, and having the antag kill you while you are with your guard down and wounded, and it's even worse killing an innocent or someone that will cause an uprising. Don't be anxious to validhunt.
- Keep your distance. It applies to any role. Much like in real life, if someone gets right in your face, he is likely planning to shank you, disarm you or grab-fu you.
- Learn all about grab combat, stuns and knockdowns. Flash + cuffs does not work on eris, they can crawl away and reset the cooldown. Against someone actively resisting, a full knock out or pain crit is required to restrain them. Also great is dislocating limbs: red grab someone, harm intent, and click on them when selecting a limb.
- Don't trust anyone
- Trust your fellow IH
- Don't trust your fellow IH too much
Now, activate those stun gloves, wear those jackboots and get killed show that vagabond who's boss.